• Title/Summary/Keyword: virtual reality((VR)-based education

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Effect of virtual reality-based construction safety education on the learning performance of construction workers - Using CAMIL theory - (가상현실 기반 건설안전교육이 건설근로자의 학습효과에 미치는 영향 - CAMIL 이론을 활용하여 -)

  • Park, Hyunsoo;Koo, Choongwan
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.3
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    • pp.104-115
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    • 2022
  • Safety accidents in the construction industry account for the highest percentage of all industries; and thus, it is encouraged to introduce a virtual reality (VR)-based experiential education system into the basic occupational safety and health training for construction as a way to solve the problem. However, there are some limitations such as a lack of competent workforce, and insufficient content and equipment for VR-based construction safety education. In this background, this study aimed to analyze the difference in learning effect between the CG-based experiential VR education (direct method, type B) and the existing photo-based audiovisual VR education (indirect method, type A), in which a CAMIL (Cognitive & Affective Model of Immersive Learning) theory was used as objective assessment tool. The learning effect of the direct education method (type B) was found to be superior to that of the indirect education method (type A) in terms of all areas in the CAMIL theory. It is expected that the VR-based experiential construction safety education will increase the learning effect of construction workers.

A Study of Effectiveness on Military Training of Army Anti-aircraft Weapon using Virtual Reality (가상현실을 이용한 육군 대공무기 교육효과에 관한 연구)

  • Kim, Do-heon;Min, Seung-hee;Kim, Yeek-hyun
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.499-507
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    • 2021
  • This study compares the educational effect using real equipment, virtual reality, and video to improve the educational and training effect of the army and verifies which method of education is excellent. The Army has made a lot of efforts to realize the actual training environment, however, it is increasingly difficult to provide the actual training environment because of 1) restrictions on securing training sites and urbanization, 2) deepening conflicts with the people, and 3) difficulties in acquiring defense budget. To resolve these issues, the use of virtual reality(VR) has the advantage to experience actual battlefield indirectly and could save budget by training in a virtual battlefield environment. In particular, in the case of dangerous or expensive weapons systems, is further required. Hence this paper studies how effective virtual reality is compared to the actual weapons system. virtual reality(VR) education is less effective than actual equipment education, but it is higher than video education. Based on this research result, it will be used as a basic data for the analysis of educational effects based in virtual reality(VR).

Effects of Health Education Using Virtual Reality for Adolescents: A Systematic Review and Meta-Analysis

  • Park, SoMi;Chung, ChaeWeon;Kim, Gaeun
    • Journal of Korean Academy of Nursing
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    • v.53 no.2
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    • pp.177-190
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    • 2023
  • Purpose: This study aimed to evaluate the effects of health interventions using virtual reality (VR) on improving knowledge, attitudes, and skills; and inducing behavioral change among adolescents. Methods: This study is a systematic review and meta-analysis following PRISMA guidelines. We searched Cochrane, MEDLINE, Embase, CINAHL, Scopus, Web of Science, and Korean databases between database inception and April 10, 2021. Based on heterogeneity, a random- or fixed-effects model was used, as appropriate, to calculate effect sizes in terms of the standardized mean difference (SMD) and odds ratio (OR). Studies were selected if they verified the effects of health education using VR on adolescents; there was an appropriate control group; and if the effects of education were reported in terms of changes in knowledge, attitudes, skills, or behaviors. Results: This analysis included six studies (n = 1,086). The intervention groups showed greater responses in knowledge and attitudes (SMD = 0.57, 95% confidence interval (CI) [0.12 to 1.02]), skills related to health behavior (SMD = - 0.45, 95% CI [- 0.71 to - 0.19]), and behavioral change after 12 months (OR = 2.36, 95% CI [1.03 to 5.41]). Conclusion: The results confirm the effectiveness of health interventions using virtual reality (VR). Although the analysis include a small number of studies, a case can be made for health interventions using VR to be utilized as educational methods and strategies to prevent risky behaviors among adolescents.

Development and Usefulness Evaluation of Virtual Reality Simulator for Education of Spatial Dose Rate in Radiation Controlled Area (방사선관리구역의 공간선량률 교육을 위한 가상현실 시뮬레이터의 개발과 유용성 평가)

  • Jeong-Min Seo
    • Journal of radiological science and technology
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    • v.46 no.6
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    • pp.493-499
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    • 2023
  • This study developed education contents of measuring spatial dose with virtual reality simulation and applied to students majoring radiological science. The virtual reality(VR) contents with measuring spatial dose rate in the radiation controlled area was developed based on the simulation from pilot study. In this simulation, the tube voltage and tube current can be set from 60 to 120 kVp in 10 kVp steps and 10 to 40 mAs in 10 mAs increments, and the distance from source can be set from 30 to 400 cm continuously. Iron and lead shields can be placed between the source and the detector, and shielding thickness can be set by 1 mm increments ranging from 1 to 20 mm. We surveyed to students for evaluating improvement of understanding spatial dose rate between before and after education by VR simulation. The survey was conducted with 5 questions(X-ray exposure factors, effects by distance from the source, effects from using shield, depending on material and thickness of shield, concept and measuring of spatial dose rate) and all answers showed significant improvement. Therefore, this VR simulation content will be well used in education for spatial dose rate and radiation safety environments.

Implementation of Developement System of Education Contents Utilizing 3D VR (3D VR 기반의 교육 콘텐츠 개발 시스템 구현)

  • Bae, Sungsill;Lee, Jeongmin;Ahn, Sungsoo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.1
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    • pp.97-106
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    • 2016
  • 3D virual reality technique develop rapidly such as parts of education, health, national defense, etc. This paper implements an education contents utilizing 3D virtual reality based on HMD. In this paper, contents make up Changdeokgung Palace using to 3Dmax and Unity program, it shows on implemented Helmet Mounted Display. HMD obtain dynamic image from the target source of smart phone. Also, contents consist of service senerio through divided palace position and King's a day's journey especially. Above all, this paper indicate improving performance according to reduced cybersickness and immersion enlargement. And memory capacity reduced by various technique such that file type, compressed file, minimized resource. Proposed technique can obtain dynamic 3D image by HMD implementation at real time basis so that it is possible to use simultaneously multi-source. From the various and practical experiment, it is confirm that proposed 3D VR education system is useful for experience of virtual reality practically.

Immersive Learning Technologies in English Language Teaching: A Systematic Review

  • ALTUN, Hamide Kubra;LEE, Jeongmin
    • Educational Technology International
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    • v.21 no.2
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    • pp.155-191
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    • 2020
  • The aim of this study was to examine the trends (e.g., the distribution of the studies by year, country, research methods, and participants' education level) and fundamental findings [e.g., interaction in Virtual Reality (VR) environments, educational content through VR and Augmented Reality (AR) technologies, learning environment in AR, etc.] regarding immersive learning technologies such as VR and AR in English Language Teaching (ELT) between 2010 and 2019. Employing a systematic review research methodology, data was gathered from 59 academic articles published in the following databases: EBSCOhost, ERIC, Web of Science, and Taylor & Francis. The studies were analyzed using a content analysis approach, and findings demonstrated that immersive learning technologies in ELT came to prominence in 2017. Mixed methods research was the most widely employed research method. The most studied language skill was vocabulary for AR and speaking for VR. The results also revealed advantages and challenges with regards to the use of immersive learning technologies in ELT. Further analysis illustrated the findings related to characteristics of immersive learning technologies in ELT. Based on this review, research and design implications for researchers and practitioners are presented.

VR-based education system for inspection of concrete bridges

  • Miyamoto, Ayaho;Konno, Masa-Aki;Rissanen, Tommi
    • Computers and Concrete
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    • v.3 no.1
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    • pp.29-42
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    • 2006
  • In this study, a novel education system for inspection of concrete bridges is presented. The new education approach uses virtual reality (VR) and three-dimensional computer graphics (3DCG) in training engineers to become bridge inspection specialists. The slow time-dependent deterioration of concrete bridges can be reproduced on the computer screen in any chosen time frame, thus providing the trainees with illustrative and educative insight into the deterioration problem. In the proposed VR/3DCG approach a three-dimensional model of concrete bridge, including surfaces, viewpoints and walkthrough paths is created. With the help of this virtual bridge model, an experienced bridge inspection specialist teaches the different deterioration phenomena of concrete bridges to the trainees. The new system was tested, and the inspection results from the case bridge showed that in comparison with the traditional Japanese bridge inspection education system, the new system gives better results. In addition to the improvement of quality of bridge inspections, the new VR/3DCG system-based education brings along some other, more intangible benefits.

A Study on the Effect of HMD VR Technology on Design Application: Focusing on 3DEXPERIENCE Platform VR (HMD VR 기술이 디자인 활용에 미치는 영향에 관한 연구: 3DEXPERIENCE 플랫폼의 VR을 중심으로)

  • Lee, Kyoung-Soon;Yoon, Jeong Shick
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.49-55
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    • 2020
  • Recently, companies are growing by introducing rational and optimized technology for all processes, including design. In particular, the emergence of ICT-based cloud platforms has given rise to solutions that are equipped with all the necessary business services in corporations and schools, affecting technical education and corporate growth that have not been experienced thus far. The virtual reality technology and convergence of HMD devices utilizing this platform is a new turning point in corporate development. Therefore, this study tested the VR functions used in design based on 3DEXP and HMD VR devices. Second, design utilization and this issue were examined through a survey based on the experimental data. The results showed that 3DEXP and HMD VR technologies are closely related in terms of design utilization and have demonstrated their mediated effects through statistical analysis. Nevertheless, it is not enough to generalize some engineering students as a result of the study. On the other hand, the introduction of HMD VR technology is one of the pillars of education and the implementation of virtual reality technology.

Research on The Educational Courseware Based on VR Content

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.502-509
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    • 2022
  • With the development of media technology, virtual reality (VR) technology is widely used in education, medical care, aerospace, entertainment and other fields. Among them, application in teaching courseware is a relatively new topic. Compared with traditional coursewares, virtual games visualized and extruded abstract teaching contents. Thus it strengthened teaching effects and expanded dimensions of learning. We hypothesized that virtual coursewares could increase users'sense of presence and enhance their focus. In this study, virtual courseswares were compared with traditional coursewares. At the same time, its feasibility and advantages of application were analyzed through literature researching, practical researching and statistical analysis from questionnaires. Furthermore, we designed a teaching system for VR coursewares and explored its performance in multidimensional and contextual teaching situations. It was found that Virtual coursewares have changed the boring traditional teaching methods. The teaching content was displayed in the form of three-dimensional images, videos and sounds through VR equipment, which effectively improved teaching efficiency. In addition, the feasibility of virtual courseware was demonstrated through factor analysis in questionnaires. Compared with traditional teaching courseware, VR coursewares can attract students' attention and improve learning efficiency. It provides a good example and is valuable for the research of virtual realities in education.

An Exploratory Study on the Educational Enviroment for the Application of Virtual Reality Contents to the Curriculum -Focusing on Improving the Quality of Education (가상현실 콘텐츠의 교육 과정 운영을 위한 중학교 교육 환경에 대한 연구 - 교육 품질의 질적 제고를 중심으로)

  • Kim, Ki-yoon
    • Journal of Korean Society for Quality Management
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    • v.49 no.3
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    • pp.405-420
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    • 2021
  • Purpose: This study started with the question of how to use Virtual Reality (VR) contents as a part of the non-face-to-face education tool that has recently attracted attention. Methods: In this paper, the use of VR contents as an educational tool is explained as a process of 'new media access dimension'. The question was explored on why Virtual Reality (or Augmented Reality) contents are not used as educational tools in the educational field. Results: As a result, the lack of 'material access' such as devices and infrastructure affects 'motivational access' approach stage, which is the previous stage. Again, it has a negative effect on literacy, which is 'skill access' approach stage. As it was found that it was not circulating to the level of "motive-material-skill-usage", it was discussed that it was taking a different step from the past adoption process of ICT and smart media. Conclusion: Based on this, it is believed that immersive content will contribute to arousing interest that can be applied and spread in the educational field, and it is also thought that it will be possible to derive academic interest in the educational effect according to the characteristics of immersive content such as VR.